Meta announces its Quest 3 VR headset, which will cost $499.99

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“We already had a pretty good idea of how the Quest 3 would shake out after Mark Gurman of Bloomberg detailed his hands-on experience with the then-unannounced device earlier this week, reporting on the lighter and more comfortable design that adds new sensors and redesigned controllers.
The video clearly shows off the three new sensor areas across the front of the device that do the most to differentiate it from earlier versions, as well as the head strap. Gurman described that the pill-shaped zones hold four cameras split evenly between the left and right sides — two of which are full-color cameras and two standard — and a single depth sensor in the middle that could improve the headset’s AR performance.
We also see the new Touch Plus controllers with TruTouch haptics “for experiences you can feel,” without the old rings they used to have for positional tracking. This announcement didn’t go into detail on the sensor setup, but the depth sensor should work with the controllers, and Meta confirmed hand tracking will be supported out of the box this time around.”


Source: https://www.theverge.com/2023/6/1/23744576/meta-quest-3-vr-headset-price-details
 
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Does anyone care?


Zuck can take his "metaverse" and shove it up his android ass.

We have two quest 2’s and they are great. Pretty sure we paid $299 for them, which is what they are “dropping” the price to…

Wireless + built in battery and works with steam… it’s a pretty amazing price. I also liked the screens over the Vive 2.
 
$500 for next gen isn't bad. I was expecting a lot more.

There's still no competition in that price category. Everyone seems to be crowding up the $1000 VR space, which Meta already adjusted the Pro to. I don't see Apple's entry into VR being anything but 4 figures.

Which begs the question, why is the Valve Index still $1000?

Eager to see how the Quest 3 stacks up against the Pro once the reviewers get a hold of it.
 
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$500 for next gen isn't bad. I was expecting a lot more.

There's still no competition in that price category. Everyone seems to be crowding up the $1000 VR space, which Meta already adjusted the Pro to. I don't see Apple's entry into VR being anything but 4 figures.

Which begs the question, why is the Valve Index still $1000?

Eager to see how the Quest 3 stacks up against the Pro once the reviewers get a hold of it.
is there a TradeUp program too? trade in your Meta Quest2 for cash equivalent towards a Quest 3, etc?
 
is there a TradeUp program too? trade in your Meta Quest2 for cash equivalent towards a Quest 3, etc?
In the history of most things VR, has there ever been such a program? Educated guess is no. Despite them having similar guts, these aren't phones. But I guess we can dream?
 
We have two quest 2’s and they are great. Pretty sure we paid $299 for them, which is what they are “dropping” the price to…

Wireless + built in battery and works with steam… it’s a pretty amazing price. I also liked the screens over the Vive 2.

To me it doesn't matter how capable the hardware is. As long as it requires a Meta account it is a product that falls into the "never buy" category.

Heck, I don't even buy hardware that requires  any account.
 
I look at the lower prices of Meta products as an attempted lock-in for a proprietary platform. The Quest 2 was focused on selling on its store platform (Resident Evil 4 VR "classic" was a good example of such exclusivity) and the "wireless" features were an Android console they controlled (complete with metrics and all the data Facebook loves to slurp) strapped to your face. That wasn't something I felt comfortable supporting no matter how good a deal on the headset they were trying to offer.

VR is an area that is in general loaded with proprietary components, drivers, utilities and the like. SteamVR/OpenVR is one bright spot in all of this and one of the reasons I bought the Valve Index to support not just the great features of the hardware at the time but for a more open path forward without having to hack, jailbreak, etc.. or use some Windows only driver. Even with a lot of accessories and the like there's the concern about proprietary, often Windows only drivers and that's annoying. I'm hoping that Valve continues to move forward on their Deckard successor, watching the emergence of the Meta Quest Pro (if I was going to buy any Quest, it would likely be that one), Varjo, whatever Apple is coming up with that everyone will term revolutionary for one reason or another, and other high end offerings because the last thing VR needs is yet another scramble to set up proprietary fiefdoms and if I'm going to invest at all it will be in those few companies demonstrating their intent to make things more user focused and open.
 
Whicegs the question, why is the Valve Index still $1000?
It's not being subsidized by selling of all your information? or maybe they are so big they can take a loss on a product in order to achieve dominance of the market and hopefully bankrupt the competitors? I dunno
 
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To me it doesn't matter how capable the hardware is. As long as it requires a Meta account it is a product that falls into the "never buy" category.

Heck, I don't even buy hardware that requires  any account.

So you don’t play games anymore? No steam, origin, ect?

The meta account is linked to nothing but an email.
 
It's not being subsidized by selling of all your information? or maybe they are so big they can take a loss on a product in order to achieve dominance of the market and hopefully bankrupt the competitors? I dunno
Valve makes the Index and all of their other hardware to sell more games on Steam. At this point the Index is old technology, and they never designed it in a way that it would get anywhere near the price of a Quest. But Valve doesn't care that much because they make money when people use Quests and other headsets on Steam.

Quest 2 originally sold for a loss because they would make it up and more when people bought games on the Quest store. But they found out a lot of people didn't buy many games on the Quest store and instead just used them for PCVR buying Steam games, so they raised the price.
 
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The connection options and size of my Rift S are annoying I would be very interested in seeing how this stacks up against it.
 
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I’m still baffled Sony did not (has not) made Windows drivers. I doubt they’d be able to meet demand for a couple years and they could scale to get a larger install base.

From my understanding the PS VR2 is actually a really good value given the hardware. It’s just matter of having games to take advantage of it and on PC it would have those.
 
I’m still baffled Sony did not (has not) made Windows drivers. I doubt they’d be able to meet demand for a couple years and they could scale to get a larger install base.

From my understanding the PS VR2 is actually a really good value given the hardware. It’s just matter of having games to take advantage of it and on PC it would have those.
They make money from the games, selling headsets for PC would lose money.
 
They make money from the games, selling headsets for PC would lose money.
Is there actual evidence of that, that it loses money being sold? It's possible but I'm not sure there's any hard evidence. Also, they could sell their VR games on Steam or they could have a playstation store front.
 
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Is there actual evidence of that, that it loses money being sold? It's possible but I'm not sure there's any hard evidence. Also, they could sell their VR games on Steam or they could have a playstation store front.
I would say the evidence shows that Sony is at least breaking even with them, Sony built a lot of them, and that quantity was likely so they could get bulk pricing and drive down the build costs.
From what I have seen on it the PSVR2 also likely shares many similar components to Sony's cellphones so they can share costs there.

The PSVR2 doesn't do anything weird to encrypt the USB-C signal so it can at least be recognised as a display but with no drivers as of yet Steam and the likes do not recognise it as a VR device.
 
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It's plain LCD, this is a budget headset.
Thats a crying shame and makes it an immediate no buy for me... although it also looks like it will lack eye tracking as well, which is also pretty sad.

I doubt it, but I hope a higher-end model is in the works.
 
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Thats a crying shame and makes it an immediate no buy for me... although it also looks like it will lack eye tracking as well, which is also pretty sad.

I doubt it, but I hope a higher-end model is in the works.
The Quest Pro is the higher end model. It has a high quality LCD with local dimming, face tracking, self tracking controllers, etc. They talked as if they may release new Pro models as tech progresses, but I haven't heard of anything concrete yet. Maybe they will a year after the Quest 3 launches or something.
 
I’m still baffled Sony did not (has not) made Windows drivers. I doubt they’d be able to meet demand for a couple years and they could scale to get a larger install base.

From my understanding the PS VR2 is actually a really good value given the hardware. It’s just matter of having games to take advantage of it and on PC it would have those.
Sony has made this mistake countless times when it comes to the PC; the fact they've VERY slowly made steps in the right direction occasionally shows a slight improvement but they're basically leaving money on the table thanks to pure intransigence.

With XInput and the creation of Xbox360 peripheral drivers / API for the PC, Microsoft made a bid for PC gamepads/peripherals and to be the default gamepad for cross platform titles. The gambit paid off in spades and people who would never buy an Xbox console or get involved in its ecosystem ended up buying Xbox gamepads, headsets and other peripherals . Sony SHOULD have seen this as a wake up call, as their new wireless Dual Shock 3 gamepad for PS3 connected via Bluetooth and didn't even require the kind of dongle that X360 would need for wireless use...but they didn't. The same stupid continued on into the PS4 and Xbox One era for the most part, with some of the only drivers ever made for Sony's dongle thing to play Playstation Now/Anywhere or whatever they called it old game streaming service. Even these days, the Xbox Series X/S and especially the excellent Xbox Elite S2 high end controller experience support on PC, where the PS5's DualSense controllers lack almost everything...but at least there's finally a firmware updater that works on PC!

The usability of Sony controllers up to and including the DualSense is nearly entirely thanks to third parties eventually adding support - the "DS4Windows" project is open source and quite capable, whereas Steam's phenomenal gamepad support and utilities top to bottom is extended to almost every major gamepad type including Sony's. Games that released on PS5 and took advantage of special haptics or features with DualSense often retained support for these features when they were released on PC, but both Steam and DS4Windows style 3rd party projects often had some limitation - such as needing to be connected via USB to enable certain features, which wouldnt be the case if Sony got involved.. Sony could have made a fortune over the years if they back in the PS3 era - or even if they just start today - created official drivers for their controllers knowing that some users enjoy Playstation symmetric layouts for their gamepads. Even better, if they would have made the whole thing open source and contributed to it, the users and hobbyist devs would help adding features and support all while Sony makes money on every gamepad sold!

It isn't just gamepads either, but though I can give Sony some credit for releasing some of their PS console exclusives on PC via Steam (no exclusivity with EGS thankfully) they are very late in coming. God of War, Horizon Zero Dawn, The Last of Us Part 1 , Spiderman Remaster / Spiderman Miles Morales etc.. all came to PC considerably after their PS5 release. All of the games sell relatively well considering the delay and the individual interest, but Sony seems to refuse that despite this they view PC games as advertisement for upcoming PS5 launches. Spiderman 2 is coming out later this summer/fall, but will not be cross platform. Many games haven't been released at all (Ghost of Tsushima Director's Cut) etc. If Sony could just accept that there is a market that will not buy a PS5 yet is interested in their games, they could make a lot more early sales and continue to sell well over the long tail..but they don't seem to be capable of realizing this and remain laser focused on console exclusivity.

The same seems to be the case with PSVR2. The vast majority of PSVR2 titles are already available on SteamVR and other platforms like Meta. The hardware itself seems reasonable for the price, but its being limited to a PS5 that will have difficulty pushing some of the quality and features that the PC could do in the VR space; a VR headset that costs about as much as the console it is running upon! The smart thing to do would be allowing it to easily connect and be fully compatible with SteamVR FOSS standards, giving both new and existing PC VR players another choice of headset for it to compete on price and features, while also being compatible with PS5. Sony being Sony however, they can't seem to do anything but consider that roping people into their ecosystem is the primary desire , when they'd likely make quite a bit more having a bit more open approach knowing their hardware, peripherals, and games are desireable to those outside the walled garden they're attempting to build. I mentioned a few steps in the right direction so maybe they'll get there, but they've really missed a lot grasping the idea so slowly.
 
PSVR2 looks next gen, HDR, eye tracking, better design fit. Looks like it could be used on a PC if Sony see's a good business reason for it. If it sells more PS5s, well I think we know what the answer is for now. Maybe later it will be supported.

Have to see more about Quest 3, too little information. So far it does not look too next gen. I thought for sure it would have eye tracking for foveated rendering with the new Snapdragon chip. LCD can be OK while not ideal.
 
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PSVR2 looks next gen, HDR, eye tracking, better design fit. Looks like it could be used on a PC if Sony see's a good business reason for it. If it sells more PS5s, well I think we know what the answer is for now. Maybe later it will be supported.

Have to see more about Quest 3, too little information. So far it does not look too next gen. I thought for sure it would have eye tracking for foveated rendering with the new Snapdragon chip. LCD can be OK while not ideal.
PSVR2 is good, but not as good as the specs make it seem.

The screen only gets bright enough for "HDR" if you have the persistence unreasonably high. Which causes most people to feel uncomfortable after a few minutes. If you lower it to comfortable levels equal with other headsets it's significantly dimmer than them.
Also the OLEDs they use have a problem with mura which make them look grainy.

And you need a PS5 to use it, and it's wired only. Q3 is completely wireless and stand alone, or you can play PCVR games, wired or wireless.
 
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I look at the lower prices of Meta products as an attempted lock-in for a proprietary platform. The Quest 2 was focused on selling on its store platform (Resident Evil 4 VR "classic" was a good example of such exclusivity) and the "wireless" features were an Android console they controlled (complete with metrics and all the data Facebook loves to slurp) strapped to your face. That wasn't something I felt comfortable supporting no matter how good a deal on the headset they were trying to offer.

VR is an area that is in general loaded with proprietary components, drivers, utilities and the like. SteamVR/OpenVR is one bright spot in all of this and one of the reasons I bought the Valve Index to support not just the great features of the hardware at the time but for a more open path forward without having to hack, jailbreak, etc.. or use some Windows only driver. Even with a lot of accessories and the like there's the concern about proprietary, often Windows only drivers and that's annoying. I'm hoping that Valve continues to move forward on their Deckard successor, watching the emergence of the Meta Quest Pro (if I was going to buy any Quest, it would likely be that one), Varjo, whatever Apple is coming up with that everyone will term revolutionary for one reason or another, and other high end offerings because the last thing VR needs is yet another scramble to set up proprietary fiefdoms and if I'm going to invest at all it will be in those few companies demonstrating their intent to make things more user focused and open.
TLDR buy apple stock
 
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PSVR2 is good, but not as good as the specs make it seem.

The screen only gets bright enough for "HDR" if you have the persistence unreasonably high. Which causes most people to feel uncomfortable after a few minutes. If you lower it to comfortable levels equal with other headsets it's significantly dimmer than them.
Also the OLEDs they use have a problem with mura which make them look grainy.

And you need a PS5 to use it, and it's wired only. Q3 is completely wireless and stand alone, or you can play PCVR games, wired or wireless.
So what about it is next gen? Beside sleeker and hopefully more comfortable design.
 
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So what about it is next gen? Beside sleeker and hopefully more comfortable design.
Q3 isn't going to have anything other headsets don't already besides the faster standalone hardware. It's a next generation budget headset, not next generation high end.
It's definitely an upgrade over the Q2. The better optics make a big difference in clarity and slimmer design actually helps a ton with comfort. Those are some of the most important things that don't really show in the specs.
 
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they could have kept some small income stream charging $80 for Rift S replacement cables, but thankfully they axed that so the headsets become useless over time.
 
$499 for the 128gb version, useless version. How much for the 512gb version? maybe it would not matter that much if solely used for PCVR, which than the Snapdragon becomes extra weight. See how this plays out, so far bla.
 
No talk of the optics or screens? Boo

Pancake lenses, 120hz LCD, 2064 x 2208 per eye.
Supposedly no QD or local dimming like the Quest Pro.

Q3 does have a depth sensor and 2 full color passthrough cameras which supposedly make mixed reality actually really good and actually playable now. It will be interesting to see if that takes off, there really hasn't been a popular headset with that yet.
 
The big question I have is will it do Beat Saber and Elite Dangerous better than my Rift S.

Because the cords are annoying.
 
Sony has made this mistake countless times when it comes to the PC; the fact they've VERY slowly made steps in the right direction occasionally shows a slight improvement but they're basically leaving money on the table thanks to pure intransigence.

With XInput and the creation of Xbox360 peripheral drivers / API for the PC, Microsoft made a bid for PC gamepads/peripherals and to be the default gamepad for cross platform titles. The gambit paid off in spades and people who would never buy an Xbox console or get involved in its ecosystem ended up buying Xbox gamepads, headsets and other peripherals . Sony SHOULD have seen this as a wake up call, as their new wireless Dual Shock 3 gamepad for PS3 connected via Bluetooth and didn't even require the kind of dongle that X360 would need for wireless use...but they didn't. The same stupid continued on into the PS4 and Xbox One era for the most part, with some of the only drivers ever made for Sony's dongle thing to play Playstation Now/Anywhere or whatever they called it old game streaming service. Even these days, the Xbox Series X/S and especially the excellent Xbox Elite S2 high end controller experience support on PC, where the PS5's DualSense controllers lack almost everything...but at least there's finally a firmware updater that works on PC!

The usability of Sony controllers up to and including the DualSense is nearly entirely thanks to third parties eventually adding support - the "DS4Windows" project is open source and quite capable, whereas Steam's phenomenal gamepad support and utilities top to bottom is extended to almost every major gamepad type including Sony's. Games that released on PS5 and took advantage of special haptics or features with DualSense often retained support for these features when they were released on PC, but both Steam and DS4Windows style 3rd party projects often had some limitation - such as needing to be connected via USB to enable certain features, which wouldnt be the case if Sony got involved.. Sony could have made a fortune over the years if they back in the PS3 era - or even if they just start today - created official drivers for their controllers knowing that some users enjoy Playstation symmetric layouts for their gamepads. Even better, if they would have made the whole thing open source and contributed to it, the users and hobbyist devs would help adding features and support all while Sony makes money on every gamepad sold!

It isn't just gamepads either, but though I can give Sony some credit for releasing some of their PS console exclusives on PC via Steam (no exclusivity with EGS thankfully) they are very late in coming. God of War, Horizon Zero Dawn, The Last of Us Part 1 , Spiderman Remaster / Spiderman Miles Morales etc.. all came to PC considerably after their PS5 release. All of the games sell relatively well considering the delay and the individual interest, but Sony seems to refuse that despite this they view PC games as advertisement for upcoming PS5 launches. Spiderman 2 is coming out later this summer/fall, but will not be cross platform. Many games haven't been released at all (Ghost of Tsushima Director's Cut) etc. If Sony could just accept that there is a market that will not buy a PS5 yet is interested in their games, they could make a lot more early sales and continue to sell well over the long tail..but they don't seem to be capable of realizing this and remain laser focused on console exclusivity.

The same seems to be the case with PSVR2. The vast majority of PSVR2 titles are already available on SteamVR and other platforms like Meta. The hardware itself seems reasonable for the price, but its being limited to a PS5 that will have difficulty pushing some of the quality and features that the PC could do in the VR space; a VR headset that costs about as much as the console it is running upon! The smart thing to do would be allowing it to easily connect and be fully compatible with SteamVR FOSS standards, giving both new and existing PC VR players another choice of headset for it to compete on price and features, while also being compatible with PS5. Sony being Sony however, they can't seem to do anything but consider that roping people into their ecosystem is the primary desire , when they'd likely make quite a bit more having a bit more open approach knowing their hardware, peripherals, and games are desireable to those outside the walled garden they're attempting to build. I mentioned a few steps in the right direction so maybe they'll get there, but they've really missed a lot grasping the idea so slowly.
They've gotten a little better in the past decade, but Sony still has a severe case of "not invented here" syndrome.
 
They've gotten a little better in the past decade, but Sony still has a severe case of "not invented here" syndrome.
Sony has a problem and they know it, They do not have the talent or IP catalog to compete in many of the emerging markets and they are acting very protectionary as a result.
They are reaching out to 3'rd parties for partnerships to fill that gap but they are specifically avoiding Western partners and they are facing pressure at home.
Sony is receiving a lot of protective measures from the Japanese government right now, their battle with Microsoft over the Activision purchase brought them to light, and the US Congress has sent a letter detailing how their protection of Sony is a violation of their 2019 trade agreements.
Sony is fearful of their gaming division becoming the next Sega, because, unlike Nintendo, Sony does not have a first-party catalog to fall back on.
 
Sony has a problem and they know it, They do not have the talent or IP catalog to compete in many of the emerging markets and they are acting very protectionary as a result.
They are reaching out to 3'rd parties for partnerships to fill that gap but they are specifically avoiding Western partners and they are facing pressure at home.
Sony is receiving a lot of protective measures from the Japanese government right now, their battle with Microsoft over the Activision purchase brought them to light, and the US Congress has sent a letter detailing how their protection of Sony is a violation of their 2019 trade agreements.
Sony is fearful of their gaming division becoming the next Sega, because, unlike Nintendo, Sony does not have a first-party catalog to fall back on.
This isn't a new thing, though. Sony have been assholes at least since Betamax lost to VHS.
 
Sony has made this mistake countless times when it comes to the PC; the fact they've VERY slowly made steps in the right direction occasionally shows a slight improvement but they're basically leaving money on the table thanks to pure intransigence.

With XInput and the creation of Xbox360 peripheral drivers / API for the PC, Microsoft made a bid for PC gamepads/peripherals and to be the default gamepad for cross platform titles. The gambit paid off in spades and people who would never buy an Xbox console or get involved in its ecosystem ended up buying Xbox gamepads, headsets and other peripherals . Sony SHOULD have seen this as a wake up call, as their new wireless Dual Shock 3 gamepad for PS3 connected via Bluetooth and didn't even require the kind of dongle that X360 would need for wireless use...but they didn't. The same stupid continued on into the PS4 and Xbox One era for the most part, with some of the only drivers ever made for Sony's dongle thing to play Playstation Now/Anywhere or whatever they called it old game streaming service. Even these days, the Xbox Series X/S and especially the excellent Xbox Elite S2 high end controller experience support on PC, where the PS5's DualSense controllers lack almost everything...but at least there's finally a firmware updater that works on PC!

The usability of Sony controllers up to and including the DualSense is nearly entirely thanks to third parties eventually adding support - the "DS4Windows" project is open source and quite capable, whereas Steam's phenomenal gamepad support and utilities top to bottom is extended to almost every major gamepad type including Sony's. Games that released on PS5 and took advantage of special haptics or features with DualSense often retained support for these features when they were released on PC, but both Steam and DS4Windows style 3rd party projects often had some limitation - such as needing to be connected via USB to enable certain features, which wouldnt be the case if Sony got involved.. Sony could have made a fortune over the years if they back in the PS3 era - or even if they just start today - created official drivers for their controllers knowing that some users enjoy Playstation symmetric layouts for their gamepads. Even better, if they would have made the whole thing open source and contributed to it, the users and hobbyist devs would help adding features and support all while Sony makes money on every gamepad sold!

It isn't just gamepads either, but though I can give Sony some credit for releasing some of their PS console exclusives on PC via Steam (no exclusivity with EGS thankfully) they are very late in coming. God of War, Horizon Zero Dawn, The Last of Us Part 1 , Spiderman Remaster / Spiderman Miles Morales etc.. all came to PC considerably after their PS5 release. All of the games sell relatively well considering the delay and the individual interest, but Sony seems to refuse that despite this they view PC games as advertisement for upcoming PS5 launches. Spiderman 2 is coming out later this summer/fall, but will not be cross platform. Many games haven't been released at all (Ghost of Tsushima Director's Cut) etc. If Sony could just accept that there is a market that will not buy a PS5 yet is interested in their games, they could make a lot more early sales and continue to sell well over the long tail..but they don't seem to be capable of realizing this and remain laser focused on console exclusivity.

The same seems to be the case with PSVR2. The vast majority of PSVR2 titles are already available on SteamVR and other platforms like Meta. The hardware itself seems reasonable for the price, but its being limited to a PS5 that will have difficulty pushing some of the quality and features that the PC could do in the VR space; a VR headset that costs about as much as the console it is running upon! The smart thing to do would be allowing it to easily connect and be fully compatible with SteamVR FOSS standards, giving both new and existing PC VR players another choice of headset for it to compete on price and features, while also being compatible with PS5. Sony being Sony however, they can't seem to do anything but consider that roping people into their ecosystem is the primary desire , when they'd likely make quite a bit more having a bit more open approach knowing their hardware, peripherals, and games are desireable to those outside the walled garden they're attempting to build. I mentioned a few steps in the right direction so maybe they'll get there, but they've really missed a lot grasping the idea so slowly.
I don't think its a mistake at all. Since consoles have moved to using more PC like hardware the ease of having the consumer not buy a console is greater now than ever before. What keeps consoles in the game is exclusivity. It's probably the main reason why people don't buy the XBOX series X. Why? You can just play the same games on your PC.

I mean if Sony stopped being Sony then yeah that would be great for the consumer, but that's not necessarily great for Sony.
 
Well it still falls short of Valve index it seems. It also seems like there is no more VR innovation being done, more like incremental upgrades.
 
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